PREFER: From Player Experience to Personalized Game Refinement
Abstract
Understanding how large language models (LLMs) evaluate gameplay experience is important for using their feedback to guide game design. However, overall ratings alone provide limited insight into which aspects of experience are associated with these judgments and how they can inform concrete game changes. We introduce PREFER, a framework that uses a shared set of experience dimensions adapted from established psychometric questionnaires to benchmark how models evaluate gameplay and to guide persona-specific game refinement. Through these dimensions, we characterize the perspectives models offer as virtual playtesters by examining how their overall assessments relate to specific aspects of experience and to the gameplay they produce. To examine how the same dimensions can guide refinement for players with different preferences, we use personas to simulate distinct player profiles. For each persona, PREFER uses experience-preference relationships to select refinement objectives, revises game rules and their implementations, and playtests candidate games to assess experience changes and predicted preference gains. Experiments with five personas show that PREFER achieves 9.2% higher mean post-play preference ratings than the strongest evaluated baseline.
Figures & tables
| Judge Model | GLM-5.3 | DeepSeek-4.1flash | Kimi-K2.7 | MiniMax-M2.5 | Qwen3.8-Max |
|---|---|---|---|---|---|
| Group Gap | 1.87 | 1.10 | 1.69 | 1.61 | 1.59 |
| Pair Agreement | 96.0 | 78.4 | 88.0 | 91.5 | 93.7 |
| Method | Preference Rate | Success Rate (%) | Execution Rate (%) | ECon | PCon |
|---|---|---|---|---|---|
| Original games | 2.927 | – | – | – | – |
| Reflexion ( Shinn et al., 2023 ) | 2.787 | 83.33 | 99.96 | 0.656 | 6.514 |
| PromptBreeder ( Fernando et al., 2024 ) | 2.740 | 73.33 | 99.86 | 0.670 | 5.407 |
| Cardiverse ( Li et al., 2025 ) | 2.820 | 76.67 | 99.52 | 0.658 | 5.991 |
| ReCode ( Yu et al., 2025 ) | 3.053 | 83.33 | 99.96 | 0.659 | 6.648 |
| Prefer | 3.333 | 86.67 | 99.96 | 0.661 | 7.377 |
Appendix figures & tables16 assets
Supplementary material from the paper’s appendix.
Appendix
| Dimension | GLM | DS | Kimi | MM | Qwen | E | N | S | Y | T |
|---|---|---|---|---|---|---|---|---|---|---|
| Goals/rules | 0.12 | 0.06 | -0.01 | 0.03 | 0.12 | 0.17 | -0.11 | 0.18 | 0.13 | 0.14 |
| Autonomy | 0.44 | 0.20 | 0.17 | 0.24 | 0.35 | 0.34 | 0.34 | 0.11 | 0.33 | 0.29 |
| Mastery | 0.57 | 0.41 | 0.48 | 0.43 | 0.56 | 0.50 | 0.39 | 0.07 | 0.48 | 0.38 |
| Curiosity | 0.49 | 0.18 | 0.27 | 0.33 | 0.42 | 0.40 | 0.38 | 0.16 | 0.40 | 0.49 |
| Challenge fit | 0.06 | 0.42 | 0.00 | 0.38 | 0.20 | 0.45 | 0.29 | 0.22 | 0.33 | 0.57 |
| Cognitive challenge | 0.45 | 0.32 | 0.26 | 0.31 | 0.49 | 0.40 | 0.30 | -0.04 | 0.45 | 0.35 |
| Dimension | GLM | DeepSeek | Kimi | MiniMax | Qwen |
|---|---|---|---|---|---|
| Goals/rules | 0.174 | -0.001 | 0.114 | 0.031 | 0.139 |
| Autonomy | 0.132 | 0.150 | 0.025 | 0.117 | 0.144 |
| Mastery | 0.321 | 0.233 | 0.245 | 0.210 | 0.270 |
| Curiosity | 0.236 | 0.042 | 0.121 | 0.122 | 0.062 |
| Challenge fit | 0.080 | 0.251 | -0.005 | 0.134 | -0.036 |
| Cognitive challenge | 0.210 | 0.112 | 0.019 | 0.090 | 0.152 |
| Judge | Efficiency | Narrative | Social | System | Thrill |
|---|---|---|---|---|---|
| GLM | 24.3 | 22.4 | 10.1 | 25.3 | 17.9 |
| DeepSeek | 22.5 | 22.3 | 13.2 | 23.3 | 18.7 |
| Kimi | 23.0 | 24.2 | 9.9 | 25.2 | 17.7 |
| MiniMax | 21.7 | 22.0 | 8.3 | 22.1 | 25.9 |
| Qwen | 24.5 | 21.8 | 7.7 | 25.8 | 20.2 |
| Selected construct | Trajectory-based interpretation |
|---|---|
| Player Experience Inventory (PXI) | |
| Goals and rules | Clarity of objectives and the rules needed to pursue them |
| Challenge fit | Fit between the challenge and the intended player’s experience |
| Progress feedback | Perceptible information about progress and consequences |
| Ease of control | Ease of expressing the intended game action |
| Autonomy | Meaningful opportunities to choose how to act |
| Admission gate on the fixed pool | Adopted / 150 | From feedback | Mean | Imp. / Tie / Dec. |
|---|---|---|---|---|
| Target and prediction | 103 | 10 | 39 / 107 / 4 | |
| Target only | 106 | 13 | 40 / 104 / 6 | |
| Prediction only | 121 | 28 | 48 / 97 / 5 | |
| Target non-decreasing and prediction | 115 | 22 | 44 / 101 / 5 | |
| Validity only | 143 | 50 | 56 / 82 / 12 |
User Preference Modeling
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